/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "IdleMovementGenerator.h"
#include "CreatureAI.h"
#include "Creature.h"

IdleMovementGenerator si_idleMovement;

// StopMoving is needed to make unit stop if its last movement generator expires
// But it should not be sent otherwise there are many redundent packets
void IdleMovementGenerator::Initialize(Unit &owner) {
	Reset(owner);
}

void IdleMovementGenerator::Reset(Unit& owner) {
	if (owner.HasUnitState(UNIT_STAT_MOVE))
		owner.StopMoving();
}

void RotateMovementGenerator::Initialize(Unit& owner) {
	if (owner.HasUnitState(UNIT_STAT_MOVE))
		owner.StopMoving();

	if (owner.getVictim())
		owner.SetInFront(owner.getVictim());

	owner.AddUnitState(UNIT_STAT_ROTATING);

	owner.AttackStop();
}

bool RotateMovementGenerator::Update(Unit& owner, const uint32& diff) {
	float angle = owner.GetOrientation();
	if (m_direction == ROTATE_DIRECTION_LEFT) {
		angle += (float) diff * static_cast<float>(M_PI * 2) / m_maxDuration;
		while (angle >= static_cast<float>(M_PI * 2))
			angle -= static_cast<float>(M_PI * 2);
	} else {
		angle -= (float) diff * static_cast<float>(M_PI * 2) / m_maxDuration;
		while (angle < 0)
			angle += static_cast<float>(M_PI * 2);
	}
	owner.SetOrientation(angle);
	owner.SendMovementFlagUpdate(); // this is a hack. we do not have anything correct to send in the beginning

	if (m_duration > diff)
		m_duration -= diff;
	else
		return false;

	return true;
}

void RotateMovementGenerator::Finalize(Unit &unit) {
	unit.ClearUnitState(UNIT_STAT_ROTATING);
	if (unit.GetTypeId() == TYPEID_UNIT)
		unit.ToCreature()->AI()->MovementInform(ROTATE_MOTION_TYPE, 0);
}

void DistractMovementGenerator::Initialize(Unit& owner) {
	owner.AddUnitState(UNIT_STAT_DISTRACTED);
}

void DistractMovementGenerator::Finalize(Unit& owner) {
	owner.ClearUnitState(UNIT_STAT_DISTRACTED);
}

bool DistractMovementGenerator::Update(Unit& /*owner*/,
		const uint32& time_diff) {
	if (time_diff > m_timer)
		return false;

	m_timer -= time_diff;
	return true;
}

void AssistanceDistractMovementGenerator::Finalize(Unit &unit) {
	unit.ClearUnitState(UNIT_STAT_DISTRACTED);
	unit.ToCreature()->SetReactState(REACT_AGGRESSIVE);
}
